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Since niether one of you played Communication Breakdown, just say Speed can't be modified. That shouldn't affect either off your teams.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
1) R Cannonball 56 pts (6/6) I15@
2) R Mirage 55 pts (5/5) M23-24
3) R Sunspot 38 pts (6/6) L23
4) R Magma 33 pts (5/5) J16@
5) R Karma 43 pts (5/5) J14
6) R Magick 28 pts (5/5) K15@
7) U Warlock 73 pts (7/7) J15@ (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
Since niether one of you played Communication Breakdown, just say Speed can't be modified. That shouldn't affect either off your teams.
sound good Ron!
and you can take Zatanna after this game, is all right like I told you my team may become Shadowpatch almost for sure later and she is NOT a must have for that!
1) R Cannonball 56 pts (6/6) I15@
2) R Mirage 55 pts (5/5) M23-24
3) R Sunspot 38 pts (6/6) L23
4) R Magma 33 pts (5/5) J16@
5) R Karma 43 pts (5/5) J14
6) R Magick 28 pts (5/5) K15@
7) U Warlock 73 pts (7/7) J15@ (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
1) Mirage will use transporter attack, flying to K14-L15 and carrying Sunspot to L16, to shoot Raven. Attack is a 9(-2 for trans attack) to a 16(+1 for hindering), needs a 10 or better. Roll: 4+6=10, hit. Raven PC re-roll: 5+5=10, still hit. Jason PC re-roll: 4+4=8, miss.
2) Karma will take a shot at Jason Blood. Attack is a 10 to a 16(+2), needs an 8 or better. Roll: 1+3=4, miss.
1) R Cannonball 56 pts (6/6) I15
2) R Mirage 55 pts (5/5) K14-L15@
3) R Sunspot 38 pts (6/6) L16
4) R Magma 33 pts (5/5) J16
5) R Karma 43 pts (5/5) J14@
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
and you can take Zatanna after this game, is all right like I told you my team may become Shadowpatch almost for sure later and she is NOT a must have for that!
I'm fine with you keeping her and me taking J'onn. It sets up a bunch of storyposting for Game 1.
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
1) R Cannonball 56 pts (6/6) I15
2) R Mirage 55 pts (5/5) K14-L15@
3) R Sunspot 38 pts (6/6) L16
4) R Magma 33 pts (5/5) J16
5) R Karma 43 pts (5/5) J14@
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
2) Sunspot will move to J9, grabbing the HO on the way.
3) Cannonball will charge Ragman, moving to J10 to make the attack. Attack is an 8 to a 16, needs an 8 or better. Roll: 4+5=9, hit with no PC having sight. Ragman takes 2 clix and Cannonball gets a SA.
1) R Cannonball 56 pts (6/6) J10@ SA[1]
2) R Mirage 55 pts (5/5) K14-L15
3) R Sunspot 38 pts (6/6) J9@ (Carrying HO)
4) R Magma 33 pts (5/5) M15@
5) R Karma 43 pts (5/5) J14
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
1) Enchantress attack Sunspot: 9 to 16. Enchantress get 3,6: 9. Hit. 2 clicks to Sunspot and SA to Enchantress.
2) Ragman to Sunspot. 7 to 15. Ragman get 3,3:6 fail.
Ragman attack again after Raven PC, 5,4: 9. Hit. 2 clicks to Sunspot. SA to Ragman and Ragman recover 1 click of life after steal energy.
3) Deadman carry Blood to J8. Deadman is now on I8.
1) R Cannonball 56 pts (6/6) J10@ SA[1]
2) R Mirage 55 pts (5/5) K14-L15
3) R Sunspot 38 pts (2/6) J9@ (Carrying HO)
4) R Magma 33 pts (5/5) M15@
5) R Karma 43 pts (5/5) J14
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
1) R Cannonball 56 pts (6/6) J10 SA[1]
2) R Mirage 55 pts (5/5) K14-L15@
3) R Sunspot 38 pts (1/6) J9@@
4) R Magma 33 pts (4/5) M15@@
5) R Karma 43 pts (5/5) J14@
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
Emchantress: 1 SA.
Ragman 1 SA.
Blood/Etrigan: 1 SA, 1 KO.
vs.
New Mutants:
1) R Cannonball 56 pts (6/6) J10 SA[1]
2) R Mirage 55 pts (5/5) K14-L15@
3) R Sunspot 38 pts KOKOKO
4) R Magma 33 pts (4/5) M15@@
5) R Karma 43 pts (5/5) J14@
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
Emchantress: 1 SA.
Ragman 1 SA.
Blood/Etrigan: 1 SA, 1 KO.
vs.
New Mutants:
1) R Cannonball 56 pts (6/6) J10@ SA[1]
2) R Mirage 55 pts (5/5) K14-L15
3) R Sunspot 38 pts KOKOKO
4) R Magma 33 pts (4/5) M15
5) R Karma 43 pts (5/5) J14
6) R Magick 28 pts (5/5) K15
7) U Warlock 73 pts (7/7) J15 (Sharing his defense with everyone adjacent)
8) POG Doug Ramsey 5 pts (1/1) I14
BFCs:
Astral Plane: Hindering terrain features become clear terrain for movement purposes.
Communication Breakdown: Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.